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  #21  
Old 04-13-2012, 12:38 PM
nilbog nilbog is offline
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Originally Posted by Galaa [You must be logged in to view images. Log in or Register.]
Is there any reason why they arent the same? Due to technical reasons or? If its technical reasons I can understand, however if its not, shouldnt the devs make it as close to classic as possible?
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1) Night Blindness of Humans and Barbarians
Will fix if and when we can. Involves the client.

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2) Mobs not exactly the same in classic and P99 (example in classic, U can outrun Spectres in Oasis without sow. Here in P99, the specs are much faster)
Spectre runspeed was changed a few months ago, based on a bug report. http://www.project1999.org/forums/sh...ad.php?t=52314 If its still a problem, repost in one of the bug threads.

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3) Sgt Slate cant be trained to tunnels
This was purposely changed due to player terrorism. Rinna and Slate were being trained to kill people for about 2 days straight. Mixed feelings on changing this back.

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Originally Posted by webrunner5 [You must be logged in to view images. Log in or Register.]
Having to stare at the Spell Book at lower levels comes to mind.
Will fix if and when we can. It involves the UI from the older client. Here are some dates associated with it. http://www.project1999.org/forums/sh...d.php?p=396970

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Originally Posted by Sporkotron [You must be logged in to view images. Log in or Register.]
Decaying Skeletons are scowling and attack everyone.

On Live they were indiff.
This has been discussed a few different times. I believe the conclusive answer was that certain zones had scowling ones and others had indifferent. Will change when provided all the information we need to make the change.

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Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Item linking is not Classic.
Not 100%, but this might be removable right now. Source issue I believe.

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Originally Posted by Wudan [You must be logged in to view images. Log in or Register.]
Spawns in Kurns Tower

Oh and wher is Tangrin? He is not on his island....
Not sure what you mean by Kurn's spawns. The tangrin should be on his island if he's not dead.

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Originally Posted by Flunklesnarkin [You must be logged in to view images. Log in or Register.]
ranged attacks are for sure not classic too. I remember you had to stop and wait for a ranged attack to hit or you would "Interrupt your aim"

here you can just run and shoot arrows / throw stars without ever stopping.. and there is no delay for the projectile to hit the target.
Long work in progress. Bolts are half done. Other objects need similar delay times. Arrows, thrown objects, etc.

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Originally Posted by Flunklesnarkin [You must be logged in to view images. Log in or Register.]
oh.. can't drop coins on the ground
Hopefully this can be changed as well. It involves the client not allowing money to be dropped, and possibly the spawn graphic of the coin not existing.

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Originally Posted by Kevlar [You must be logged in to view images. Log in or Register.]
Weekly (or oft times more) resets on all raid mobs. Most guilds based their raiding schedule on patch day, and were keen on emergency patches.

Another big one is giving NPC's items that become lootable. Was a neat way to donate decent items to noobies, and made charming a little cheaper. You could always loot your pets items so it wasn't a big deal to give him magic weapons that proc.
The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.

Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.

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Originally Posted by kilmoll [You must be logged in to view images. Log in or Register.]
I do not remember pets living after their owner died on live.
They did, unless you killed the npc owner with 1 blow.

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Originally Posted by Nagash [You must be logged in to view images. Log in or Register.]
Some good and some bad:

Mage and necro pets don't auto dual wield past a certain level (29 from the top of my head).
You sure? I thought dual wield issues had been sorted out.

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Up to PoP included (at least), a mob would automatically resist when hit by the third wave of a rain spell, not on P99.
You sure? I think pets have been eating the 3rd wave of rains for quite a while.

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Not first hand experience but I believe keys are soulbound (Sebilis, Howling Stones), they weren't in Kunark era which made dying in these places much more painful and made the presence of a evac'er in the group very desirable.
They were definitely in Kunark; added July of 2000. So, they were added a couple months in advance here. http://www.tski.co.jp/baldio/patch/20000719.html

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Originally Posted by Galanteer [You must be logged in to view images. Log in or Register.]
Creatures run to late, making a snarer obsolete in groups.
I'd really like to narrow down the cause of this and have it fixed. A full bug report with research from many people is desirable.

-------------

I hope that helps to answer a few of these questions. Ultimately, we try and make everything as classic as possible.
  #22  
Old 04-13-2012, 12:52 PM
Fwank Fwank is offline
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your stocks just went up in my books Nilbog
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  #23  
Old 04-13-2012, 12:59 PM
Faisca Faisca is offline
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I can live with item links and not having to stare at the spell book while medding. Really. [You must be logged in to view images. Log in or Register.]
  #24  
Old 04-13-2012, 01:07 PM
kazroth kazroth is offline
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Originally Posted by Faisca [You must be logged in to view images. Log in or Register.]
I can live with item links and not having to stare at the spell book while medding. Really. [You must be logged in to view images. Log in or Register.]
What has this post done [You must be logged in to view images. Log in or Register.]
  #25  
Old 04-13-2012, 01:29 PM
Grozmok Grozmok is offline
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This sounds a lot like the debate of Classic EQ vs. An improved quality of life EQ is see every few days.

Item linking is ridiculously convenient and reduces a shit load of heartache for players, albeit not a truly classic feature.
Staring at the spellbook while medding is a pointless gameplay mechanic, but its removal is also not classic.

I would understand and respect a decision to have these quality of life features removed for the sake of being true to form, but I would like to think that the p99 dev team would also take into consideration the reason they were eventually rolled out in the original EQ live environment.

EQ was a brand new beast, Brad McQuaid, Smed and company were still trying to figure out what the hell they were doing and re-evaluating their original design decisions post launch. They made a lot of concrete decisions (like anyone passionate about what they do) regarding the game, some of them good, some of them bad.

Eventually, the dev team realized they had made some poor decisions in a few areas and slowly began making changes to improve the game as a whole. It look a long time to make these changes, as they rolled them out to the Public Test Server and watched the player reaction (read: nerd rage) on the forums to the changes, they would calibrate accordingly. Things like putting SK HT on a different resist table, adding in the map, tweaking the exp tables, removing the spellbook while medding and hyperlinking were all features added to make EverQuest a much more solid game as a whole.

To be honest, I’m on the fence since I like a slightly more classic experience but I also like the quality of life changes that went into the game around the time of Luclin/PoP.
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  #26  
Old 04-13-2012, 01:47 PM
Scavrefamn Scavrefamn is offline
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Quote:
Originally Posted by Striiker [You must be logged in to view images. Log in or Register.]
Charming was a viable option as a low level enchanter on live. (I did it a lot). With pretty much an identical enchanter on this server (not-twinked etc), charm at low levels was impossible. .
Absolutely positively this.


I charmed my way to get levels during pre kunark and kunark/velious eras, right from level 12 when charm became available.
This is absolutely impossible on this server, I don't know changes in the code were made, but charmed pets seem to be far more unreliable and mobs catch the enchanter far more easily.


I don't know why it was changed on Project 1999, but Enchanter charm is *much* weaker than it should be.
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  #27  
Old 04-13-2012, 01:49 PM
Splorf22 Splorf22 is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.
I've had a lot of long threads on this issue. The key issue is that by linking the raid spawns the top guilds can't be everywhere at once, so the second tier guilds actually get to kill something (although a few additional raid mobs would be great for our top-heavy player base).

Quote:
Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.
Oh god. You know that Save already gives his charmed pets the -10MR ring from guk and 1K of stunning weapons? If this happens he'll carry around a Cloak of Flames and a 10 item a kit [You must be logged in to view images. Log in or Register.]
  #28  
Old 04-13-2012, 01:51 PM
Messianic Messianic is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
...
This post is an example of why I love this project. Nilbog owes no one an explanation of how things are, nor does he make money because he makes the server more classic. But as much as is possible or feasible given the client differences, he makes it classic.

That's why I trust the people who run this thing.
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  #29  
Old 04-13-2012, 01:51 PM
Kevlar Kevlar is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
The original patches were not timed at all. There could be no planning whatsoever due to sometimes multiple patches a day to stop exploits or stability issues. Here, there are less patches due to most issues being fixed. Unfortunately, that makes for less raid npc spawns. Perhaps something can be done.

Items being lootable once given to npcs will eventually be fixed. Lots of rewriting quests is involved to prevent trade exploits. This will, eventually, be fixed.
I'm pretty sure there was a scheduled weekly maintenance day where the servers were always down. Granted there were a lot of emergency patches as well, but I know we planned raid mobs for patch day. It was always Tues night/Wed Morning. Look at the old patch notes, the planned patches are all on the same day, a Wednesday. Eventually they even started calling it "patch day".

http://www.waringmcmarrin.com/?page_id=52
  #30  
Old 04-13-2012, 01:54 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Scavrefamn [You must be logged in to view images. Log in or Register.]
Absolutely positively this.


I charmed my way to get levels during pre kunark and kunark/velious eras, right from level 12 when charm became available.
This is absolutely impossible on this server, I don't know changes in the code were made, but charmed pets seem to be far more unreliable and mobs catch the enchanter far more easily.


I don't know why it was changed on Project 1999, but Enchanter charm is *much* weaker than it should be.
So a lot of this was changed in the great charm revamp of last spring. My personal opinion is that enchanter charm is probably 25% shorter than is classic (you can search for threads started by me to see the long and disgusting nerdrage) but that its already pretty OP due to a more skilled playerbase (although the new bashing changes make charm soloing harder for sure).

I also tried out low level charm last fall and I think it worked pretty well. My enchanter sat around at the dervish camp in WC with a charmed rogue dervish we called Pornstache. He would backstab for 60 or so, which was like 25% of the life of one of his former comrades.
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